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Sparks for sa


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whoops i didnt notice lol (why do ppl make tools when everyone has notepad by default confused.gif)

 

anway, i remember doing some stuff last year so if i remember correctly it goes something like this:

 

first you need to find the right particle, ctrl+f for spark and youll see a few of them, youll have to test around to find out which is the one youre looking for.

 

lets take a look at FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_spark.fxs

 

all the info looks pretty complicated compared to vc but in fact its just a bit more detailed, for example you have FX_INFO_COLOUR_DATA:, which is all about the rendering color of the particle, or FX_INFO_SIZE_DATA: where you can change the size, and so on

 

lets take the color info as an example:

 

FX_INFO_COLOUR_DATA:

TIMEMODEPRT: 1

RED:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 255.000

GREEN:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

BLUE:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 196.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

 

ALPHA:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 1.000

 

look at the things i underlined and boldened (spelling?)

 

at the time 0 in the particle animation the red value is 255, green 255 and blue 196 (light yellow)

 

at time 0.6 the green and blue values change, same for 0.9 and at 1.0 the animation is over which ends in there only being red left, sa sparks begin with yellow and turn into red right?

 

kinda hard to explain..

 

basically this:

 

GREEN:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

 

 

tells the game how to handle the green color of the particle, how much of green it contains in 4 steps of the animation, 0, 0.6, 0.9 and 1.0

 

to make the sparks longer youll have to look for some transformation data, try FX_INFO_TRAIL_DATA:, pretty sure thats the one that defines the lenght

 

give it a go smile.gif

 

ps, i just looked at a few numbers and my theory kinda made sense for me so im not sure if its really correct what i just wrote cause i havent touched any of that since over a year, tell me if it doesnt work and ill look at it for real :x

Edited by rebel_36
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whoops i didnt notice lol (why do ppl make tools when everyone has notepad by default confused.gif)

well if done properly, the tools can provide a more intuitive user interface than just raw text. but yes, this tool sucks, which makes me wonder why you would link to it, or any other tool you hadn't personally used...

 

 

i did what you said, hm i dont think i see any change.

if you want to be sure your changing the right data, change the color to something obvious. like pink. if you still don't see any change in the game, your most likely editing the wrong data.

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dexx, i was in believe that this kinda file couldnt be opened with notepad, probably due to its unfamiliar extension so i remember trying that tool last year so i linked to it, i can be kinda lazy to test things myself :x

 

stuntking, i can give it a try later today, going fishing now rampage_ani.gif

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FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_spark2.fxs is the particle youre looking for, its the one used when you scratch a wall with your car

 

FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_spark.fxs is the particle used for when bullets impact, it is also used when you hit something with your car, youll have to see if you want to leave it original or have your bullet hit impacts sparks being affected aswell

 

ill go over the car sparks data real quick, if i write (didnt test) it means that i havent tested it so my guess might be wrong

 

FILENAME: X:\SA\FxTools\Data\effects\gta_pc\particles/prt_spark2.fxs

NAME: prt_spark_2

LENGTH: 1.000

LOOPINTERVALMIN: 0.000

LENGTH: 0.000

PLAYMODE: 2

CULLDIST: 50.000

BOUNDINGSPHERE: 0.0 0.0 0.0 0.0

NUM_PRIMS: 1

FX_PRIM_EMITTER_DATA:

 

FX_PRIM_BASE_DATA:

NAME: ParticleEmitter

MATRIX: 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000 1.000 0.000 0.000 0.000

TEXTURE: sphere

TEXTURE2: NULL

TEXTURE3: NULL

TEXTURE4: NULL

ALPHAON: 1

SRCBLENDID: 4

DSTBLENDID: 1

 

NUM_INFOS: 9

FX_INFO_EMANGLE_DATA: <-- emitter angle data, at what angle the sparks are being "thrown", from 0-30 degrees (didnt test)

MIN:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

MAX:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 30.000

 

FX_INFO_EMRATE_DATA: <-- emitter rate data, at what rate sparks are being produced (didnt test)

RATE:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 150.000

 

FX_INFO_EMLIFE_DATA: <-- emitter life span data, how long the particle lasts (didnt test)

LIFE:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.700

BIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.200

 

FX_INFO_EMDIR_DATA: <-- emitter directional data? cant think of something as it only has a value at Z (didnt test)

DIRX:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

DIRY:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

DIRZ:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 1.000

 

FX_INFO_EMSPEED_DATA: <-- emitter speed data.. nuff said (didnt test)

SPEED:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 4.000

BIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.500

 

FX_INFO_FORCE_DATA: <-- emitter force data, in what direction and with how much force sparks are being pushed, Z has -1 thus the sparks fall a little

TIMEMODEPRT: 1

FORCEX:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FORCEY:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FORCEZ:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: -1.000

 

FX_INFO_COLOUR_DATA: <-- emitter color data, nuff said..

TIMEMODEPRT: 1

RED:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 255.000

GREEN:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

BLUE:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 196.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

ALPHA:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 4

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 255.000

FX_KEYFLOAT_DATA:

TIME: 0.600

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 0.900

VAL: 128.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

 

FX_INFO_SIZE_DATA: <-- how big the particle is..

TIMEMODEPRT: 1

SIZEX:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.130

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.060

SIZEY:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.020

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.020

SIZEXBIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

SIZEYBIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

 

FX_INFO_TRAIL_DATA: <-- trailtime is how long the trail is gonna last, 1 trail is 1 spark i believe so its not the same as life span, i might be completely wrong at this one. also, i cant think of anything for "screenspace"

TIMEMODEPRT: 1

TRAILTIME:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 100.000

SCREENSPACE:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 1

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 1.000

 

LODSTART: 30.000

LODEND: 50.000

OMITTEXTURES: 0

TXDNAME: NOTXDSET

 

 

i suck at making detailed things simple, it looks pretty self explanatory to me but if you still dont get anywhere you can just change the y value of FX_INFO_SIZE_DATA, that will make the sparks longer, looks like this:

 

FX_INFO_SIZE_DATA:

TIMEMODEPRT: 1

SIZEX:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.130

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.060

SIZEY:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000 <-- start of animation

VAL: 0.020 <-- default value is 0.020, change to 0.040 for example

FX_KEYFLOAT_DATA:

TIME: 1.000 <-- end of animation

VAL: 0.020 <-- default value is 0.020, change to 0.040 for example

SIZEXBIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

SIZEYBIAS:

FX_INTERP_DATA:

LOOPED: 0

NUM_KEYS: 2

FX_KEYFLOAT_DATA:

TIME: 0.000

VAL: 0.000

FX_KEYFLOAT_DATA:

TIME: 1.000

VAL: 0.000

 

i have no idea how experienced you are, if for example you dont know what x y and z stand for youre pretty screwed, same if you dont know how RGB works

 

if it doesnt work for you then you could tell me what you want the particle to look like and ill do my best..

Edited by rebel_36
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